WoW Forever Dev Q&A: Key Takeaways & Transcript

No GDKP in WoW Forever... And What Else Changed

0h 35m video Published Sep 17, 2026 Transcribed Sep 17, 2026 Xaryu Xaryu
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Beginner 5 min read For: World of Warcraft players and fans of WoW Forever.
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⚠️ Average / Some Fluff

"The title promises changes but the content is a scattered Q&A with minimal concrete details, typical of a dev panel."

AI Summary

The video features a discussion with WoW Forever developers Josh Greenfield, Nora Mills, and returning champion Tim Jones, answering community questions post-Blizzcon. They cover race design, PvP systems, and future plans, including a weekly podcast and beta details.

[00:31]
Race Design Questions

Josh addresses a player question about the design of the Heavenborn elves, comparing them to Cinderella and Quel'dorei, noting they are related but distinct.

[31:36]
Future Content and Rewards

The team discusses expanding battlefields in Varong and the Arafi Basin, aiming to provide more engaging activities and rewards for players.

[32:06]
Weekly Podcast Announcement

Josh and Tim announce a weekly podcast during the six-week beta, featuring developer interviews and topic discussions.

[33:44]
PvP Seasons and Ranking

They clarify that PvP will have seasons with resets, encouraging players to engage in ranked play, though there's no traditional rating system.

[34:28]
Account and Faction Questions

The team addresses whether players can have both Alliance and Horde characters on one account, with mixed responses and speculation.

The video wraps up with a call to action for the beta, emphasizing community engagement and future content updates.

πŸ’‘ Key Takeaways

πŸ“Š

Expanding Battlefields

Highlights future content plans for PvP engagement.

31:36
πŸ’‘

Weekly Podcast Launch

Announces a new community engagement channel.

32:06
πŸ”§

PvP Season Reset

Clarifies the seasonal structure for PvP.

33:44

[00:00] I'm Randy Jordan. You know me as Kaivax from the World of Warcraft community team. And I am now joined by the WoW Forever devs, Josh Greenfield, Nora Mills, and our returning champion, Tim Jones.

[00:15] Welcome back from BlizzCon. What a BlizzCon we had. And coming out of BlizzCon, we asked for player questions and we got them. We got so many. I want to go right to the first one as fast as I can because we got so many questions.

[00:30] A lot of them were about this first topic, Josh. I found a player named Mazatrash who said, what went into the development of the Skyborn Elves? What makes them different from the Sindorei or the Quel'Dorei?

[00:45] Good question. Yeah, this is a pretty meaty answer, so I think I'm going to kind of start with the back half of this question. Okay. But, you know, in terms of what makes them different from the Sindorai or the Koldorai, they're essentially kind of cousins to those races. You know, they're all – the Koldorai is both a Thalassian and a Darnassian word for essentially noble people or children of nobility.

[01:05] And they all kind of hail from ancient Talendor. And they've sort of descended – kind of gone different paths. You know, the Koldorai, who would eventually become like the blood elves of the Sindorai,

[01:17] fled across the ocean, ended up in Kualpa Lost on the Eastern Kingdoms, and the Skyborne or the Shendurai, they ended up going a different path.

[01:29] And the long winding road, I suggest you watch the sound photograph panel for an overview, but they ended up in Skywalk, which is in the elemental realm, the elemental plane.

[01:41] And in terms of kind of what makes them different, one of these two sort of offshoots of the high elves have sort of suffused themselves with arcane magic and they've become dependent upon arcane magic,

[01:53] which obviously the Shendorai in Skywall, they don't have that sort of thought, they don't have the Sunwell, they don't have anything like that. And so they've kind of suffused themselves with more natural or elemental magic.

[02:05] And in terms of kind of what went into the development of the Skyborn elves is I kind of want to sort of frame this question with an answer talking about, like, you know, I think a lot of people have asked, like, why not the Kuldwara or the Kvalfalos? I'll call them Falassian High Elves.

[02:20] And I think the kind of simple answer is, is kind of like, why not both? I think whenever Tim was up on stage, he showed a picture of all the areas that we want to hit at some point during our development

[02:32] and kind of the journey of WoW Forever. You know, like I said multiple times, it's on the box. It's WoW Forever, right? And, you know, that's not things that we're like, man, that would be really cool. We should maybe think about that. That's like things we intend to do at some point.

[02:46] Okay. So, you know, we will be back to Quothalos. Okay. In terms of the actual development process, we started off sort of thinking, you know, obviously in a natural place where, like, we want to do elves for a while forever.

[03:00] And we ended up kind of as we were going through the development and thinking about Quothalos, we pretty quickly realized that Close to Lost and our ambitions for it were kind of too big for just kind of a simple starter or low-level zone.

[03:15] And it was also sort of not the right time for it. We talked about the time bubble that Lost Forever takes place in. And if you think of it in terms of the original first year of WoW, what that really means is we sort of dilated that first year.

[03:30] like a time dilation effect, so that we can sort of hit a lot of content in between kind of the major beats. If you think of the major beats in original WoW, it's like, you know, Molten Core and Darkwing Lair and Zul'Gurub, et cetera, et cetera.

[03:43] And also sort of, but we are following that chronology. And so at the time that we're launching WoW Forever, it's actually not quite the right time for us for close to loss either. Interesting. And so it's one of those things that I think we, whenever we were sort of working through that sort of problem, I guess, is it's like, man, you know, we still really want high elves.

[04:04] And, you know, one of the things we thought about was, like, what if we started, like, the Alassian high elves in Northshire Abbey and had them play through like that. And I think that pretty quickly, yeah, it pretty quickly kind of was like, well, some people might be excited about that, but it didn't really feel like we're putting our best foot forward.

[04:21] And once we started really digging into it and really talking to, you know, different people on the team, Chris Metzen had a little bit of input on this, and he, you know, he kind of encouraged us. He's like, hey, you know, spread your wings a little bit.

[04:33] Let's see what we can come up with. And we were really excited about some things that we wanted to do with, let's say, certain epic, I would even say legendary original Wild Quest lines.

[04:46] Did somebody say Thunderfury, Blessed Blade of the Windseeker? True. Anyway, we had some ideas, and we realized that, you know, kind of framing this and this race's origin story in this sort of realm of Skywalled

[05:00] gives us a really good set of hooks that we can sort of pay off later. And I talked about that time dilation, that sort of timeline. When we get there to that content, I think it will be something that has a really satisfying payoff that we're super-duper excited about.

[05:14] And the last thing I want to say, too, is one of my favorite things about the Skyborne is it gives us a really great opportunity to explore class race combinations that high elves have never really had.

[05:27] And that's like high elf druids or Shindori druids and also shamans if you're playing on the Horde side. We've never had a high elf sort of looking character that could be druids or shamans. And that's super duper exciting from a gameplay perspective.

[05:41] Honestly, pretty good answer. On the WoW Forever team. Really? A lot of, gosh, gee, Druid-only players who are very excited about it. And since you mentioned it, I just wanted to make sure everyone knows

[05:53] all of the BlizzCon panels that the Wow Forever does put on this past weekend are on our YouTube slash Warcraft channel, and I have also been posting those into our new Wow Forever forums.

[06:07] Every panel, you can go watch them right now. Next question, huge question. Saw so many of these, and a player named Andormu asked, will character models also have a classic skeleton option?

[06:23] So what Andormu said is they noticed that even with classic models chosen, the skeletons are still from the modern game. I think like they just have the old running animation. I didn't actually realize that. Very astute observation.

[06:36] Yeah. You know, one of our core pillars is we want to be both approachable and familiar. And so how we interpret that as it applies to character models is that in approachability,

[06:48] we want people who aren't necessarily diehard classic fans to be able to come to our game. And if they wanted the option to have a higher fidelity character and those higher fidelity customization options on that character,

[07:03] we have an option for them to try out. But also on the familiar front, we have the ability to play as an SD character model from vanilla. But in order to make the toggle work, there's some technical hurdles that we have to get over.

[07:21] And we had to have parity between those models' animations. And so, you know, we've painstakingly gone through all the animations on both character models and made sure that we have animations like Clay was showing at BlizzCon where, you know, the run animations are much less bouncy for dwarves.

[07:49] and across all race-gender combinations, making sure that running, walking, swimming, attack animations, and there's lots of attack animations, spellcasting animations, interact animations,

[08:03] that those main animes are all grounded in a very classic feel, even though the skeletons for both HD and SD character models are shared.

[08:15] but I would stress that the beta and getting this out to our player base we want to hear what people are and aren't comfortable with so we want that feedback

[08:28] tell us how you feel I just saw so many questions on this and I just want to ask you can you just quickly run down what our options are and what those options result in as we're creating our character in WoW Forever

[08:41] and how the world looks sure So when you first log into the game there will be a classic and an enhanced version that you can mode options that you can select and when you selecting a classic mode option

[09:01] you will automatically turn off quest tracking, you'll automatically turn off transmogrification. When you get to character select, there will be a toggle option at the bottom of all your

[09:13] character customization options that lets you toggle whether you want an SD or HD character. Now, that option exists outside character selection, too. You can just open up your game menu,

[09:25] go to graphic settings, and toggle this in the world wherever you want. Okay. Okay. That's exactly what I wanted to know. I mean, a lot of you think they're perfect for me.

[09:38] So many questions about Realmless. Realmless. So we announced at BlizzCon that WoW Forever is going to be Realmless. I'll put air quotes up because that's a new term for us, right?

[09:50] I found a question from a player named Erwax from France. And Erwax said, how does Realmless actually work? And then I have a second question from them. But first, Nora, how does Realmless work?

[10:02] Yeah, so really it's all about trying to decouple the player's social experience from the kind of old method of just selecting a fixed realm.

[10:14] I think the example that Anna gave on the deep dive panel from BlizzCon weekend was really apt, was basically when she approached WoW, and she was just like, well, I want to play with my friends, you know, let's roll in the same realm, and discovering that there were restrictions based on what realm you pick,

[10:29] even within the same rule set, normal PDP, and so on. And so what realmless really means is, like the word, I guess itself, is somewhat self-explanatory, but in WoW Forever, you will be selecting a specific rule set

[10:43] rather than a realm. It will be, you know, so normal, PvP, roleplay, or hardcore. Similar to selecting a mega realm would be the vibe. So you would be playing with other players within your given rule set.

[10:58] That also means, oh, I guess a good caveat is Battlegrounds, in which case you may end up with players from other rule sets when you queue for Battlegrounds. But for the most part, you're playing with players that are within your given rule set.

[11:12] One of the other things I did see online was a little bit of confusion about whether you could kind of like hop swap between the rule sets with that one character. It's a lot like current WoW where basically without a character transfer, you're not just going to be able to flip flop between.

[11:27] I wouldn't be able to flip flop between role play and PBE, for instance. And so no easy hopping between the rule sets. but we really wanted to balance kind of like seeing familiar faces with the flexibility of kind of trying to manage player populations in-game.

[11:43] Because as you can imagine, like the experience can get a little out of control if you try to cram way too many players in one given location. But it's so important to us that you still see familiar faces and we want to like replicate that sort of neighborly vibe on a classic realm effectively.

[11:59] So then a follow-up question has to be, how does this handle server-wide events? The opening of the gates of Encarage, what does that look like in Realmless? I don't want to share too much about Encarage specifically,

[12:14] but I will say that we are putting effort into making sure that any events that should feel like a global effort should still feel like a global effort. So players can look forward to contributing to some pretty big, awesome, fun event-type stuff.

[12:30] But, yeah, I'm being intentionally dodgy about it. We do not have Entourage coming, you know, at launch. You mentioned Hardcore. We don't have Hardcore coming at launch. That's coming later.

[12:42] But it will be, when it comes, it will be a choice like RP or PvP. Exactly. Okay, so, Nora, I'm just going to keep going on this. because the question that just blew me away,

[12:55] so many people from one part of the world wanted to get an explanation for how it's going to go there. So I picked a question from a player named Truth Teller, and Truth Teller said,

[13:08] will WoW Forever use Sydney-hosted game servers for Oceanic players? And I'm curious if the answer is yes. How does that work for them? Yeah, so we are going realmless, but not regionless.

[13:25] So we'll still have regions like EU, CN, and so on. But yeah, Oceanic players are going to be, for the most part, hosted on Australian data centers. Oh, nice. Okay. That also means, you know, Oceanic players,

[13:37] you also do still have the option to play with your U.S. player friends. You're also actually going to share the same rule set wide option house with your U.S. friends as well.

[13:49] Oh, okay. I guess one caveat is if you do find yourself in situations where you are mostly playing with players from a very different geographic location,

[14:01] your team can vary. As you may end up connecting to their local data centers, basically we're trying to pick whatever makes the most sense for that group of players in a given area. So I'm here in California. I join a group of friends, and they're all in Australia.

[14:15] I'm going to be getting... They're probably connecting to their data centers, yeah. Oh, okay. I'm willing to make that sacrifice. I know I'm willing to. We might have to. The next question I found in our German forums,

[14:29] a player named Sarima asks, do you have to choose a second name in WoW Forever? So in WoW Forever we have first name, we have surnames now.

[14:41] Do you have to put something in that field, or do you have the option to still go with one name? So, yes, you do have to put something in that field. One of the things that's at the forefront of a lot of what we're doing in WoW Forever,

[14:55] and it's kind of grounded in our very, like, pro-social values for the game, is just, like, player identity is really important to us, right? We want folks to be able to kind of, like, be known by their unique name.

[15:09] And the thing I said earlier about Realmless being a lot like, you know, if I choose roleplay, it's effectively like I'm joining a roleplay mega-realm. right? And that means a much, much larger player community to play with, which also means a little

[15:22] bit less specificity with the name. Now, I will say names are region-wide in WoW Forever. So that means if I create Nora Anninghart on the roleplay rule set, that name is taken for the PvP rule set

[15:35] as well. So it is region-wide. But yeah, we find that, you know, second name is kind of a roleplay forward way to reinforce that player identity and it still enables people to have unique

[15:47] names in WoW Forever. Personally, it's something I'm excited for because it is something that's very unique to World of Warcraft, I think so. I think so. And I'm personally excited to see what the players do with this.

[16:00] Like, we just have no idea yet how they're going to use first name and last name to make a family of characters, to join someone else's family of characters, and so forth. Like, just social media is going to be so good for a while while we see how everyone sorts out their first and last name.

[16:20] The difficult question that I saw so many of for you, Josh, and that came from a player named WPunk, or maybe Wapunk. I'm not sure. But Wapunk said, is GDKP going to be allowed for WoW Forever?

[16:38] Why or why not? What are we doing there? Yeah, this is a bit of an involved answer. Okay, yeah. I'm going to kind of bucket my answer up with a few other different questions I've seen around this.

[16:50] Okay. So I think the most important thing to us about the short answer is that no, we are not going to allow GDKP. Thank you. I'm happy with that.

[17:02] I'm happy with that. I think the most important aspect of that to us is our first pillar, which is to nurture and protect social experiences. I think a lot of times concerns around GDP sort of get bundled up in the conversation around RMT and things like that,

[17:16] and I will come back to that. We'll address that. Okay. Real money transfers. Real money transactions. Yes. But the actual main reason that we are sort of not going to allow it in WoW forever is, you know,

[17:31] it has a sort of tendency we noticed in the regions where it has been popular for longer to reach a level of ubiquity that can kind of overtake the traditional guild structure And that one of the really kind of difficult things about being a game designer and managing

[17:47] sort of a game at this scale is sometimes you have to make difficult choices. And, you know, we never really want to tell people how to play, but at the same point, that is one of our pillars and we want to nurture and protect those social experiences.

[17:59] And that also means the traditional guild structure. The other thing, too, that we focus on is that a lot of times once it reaches that level of ubiquity, it's a really big barrier to entry for new players or players that just don't have as many resources.

[18:12] If you're kind of the traditional carry or someone that has a lot of resources and has been playing for a long time, it's great for you. You're going to make, you know, you get a raid and you're going to make some money on the side. But the barrier to entry for newer players is oftentimes they have to buy gold to buy

[18:29] into it. And that's something that we're taking very seriously in WoW Forever. And that leads me to the second part of the question, which is the real money transaction and the economy. Bots. GDP is an excellent way for bad actors to launder large sums of gold.

[18:43] And we do try whenever we, you know, action accounts of buyers or sellers or bots, we try to claw that money back, and it makes it more difficult for us. And that's why one of the things that I'm really excited about, too,

[18:56] about Wow Forever is that we are going to be very, very actively monitoring the economy. You know, one of the things that we hear a lot with GDP is like, well, I need this to afford consumables. We didn't have GDKP in Season of Discovery, and especially once we get to level 60 and the rating economy settled the way you expected it to.

[19:17] On an original WoW server, the economy was excellent. For a version of the Noah WoW, it was very, very good. Part of that was because we were constantly managing the inflow and outflow of resources.

[19:32] like if we got to a new phase and nature protection potions were very needed, we had a lot of levers we can pull and knobs we can turn to affect the availability of things like Elemental Earth or Dream Foil.

[19:45] And, you know, we have a Tarnished Undermine Real system, which we are having in WoW Forever. I didn't know that. Tarnished Undermine Real in WoW Forever. Yes, correct. It's kind of like that Emblem of Justice system, essentially.

[19:57] And what we had there was, you know, we had these kind of boxes that had random resources in them. And that was another kind of lever we could pull to adjust the economy. And when a certain resource got scarce, we could up the drop rate of it in those boxes.

[20:12] And that gives you a lot of replayability for dungeons and things like that, and it's great. And the last thing we're going to do in terms of GDKP, and it's just not GDKP, GBKP, but real money trading in general, is we are going to very aggressively punish gold

[20:26] buyers. Yeah. In fact, we've been probably too lenient on gold buyers, and it's been a little bit easy to get around some of our actions before, and we are taking this very seriously.

[20:39] And, you know, as someone who's got a 22-year-old World of Warcraft account, I can tell you it's not worth losing it permanently. It's not worth losing any of your accounts permanently. So I would very strongly recommend that if you don't do it, it's not worth it.

[20:53] Yeah. That's amazing. That's amazing. Our old friend Omegle asked a question that got my attention. Omegle said, will WoW Forever use the Midnight add-on API restrictions for the classic API or something else?

[21:13] Yeah. So we're kind of sitting down to consider this. Like, I actually like that you listed it out that way because, like, we had to choose between, like, do we want to go the modern approach, classic approach, or some third thing, right?

[21:25] And we have a lot of empathy for add-on developers and their ability to also, like, kind of keep up with our practices, our changes to those APIs, and so on. So I guess to answer the actual question, we did opt for the modern API approach.

[21:41] That said, I will say, you know, boss encounters and just a lot of things I think in WoW Forever are just kind of a lot more simplified compared to Modern. And so I don't really necessarily think that the combat restrictions necessarily are going to really impact someone negatively.

[21:59] Our hope is that kind of unifying that API with Modern is going to be a lot easier to kind of keep up with, you know, add-on updates and develop add-ons for our game. I know it's a very common use case, for example, for players to customize their UIs with the add-ons.

[22:15] I personally love doing that myself. We also very much don't want players to feel like they need add-ons in order to play the game. Because, you know, myself and others on the team, like, we're add-on purists.

[22:28] So I try to get by with very minimal add-ons. And I'm delighted to say that we do also offer in WoW Forever the damage meter, the cooldown manager, and actually, additionally, I'm proud to say, too, a clean timer, perhaps, coming soon.

[22:46] Oh, a clean timer. And we want people to feel like they can just jump in and play without feeling like they absolutely have to go download add-ons in order to hang, in order to play WoW Forever.

[22:58] So why do we want that, is my question. As an add-on impurist, what are we benefiting in WoW Forever overall, the summary?

[23:13] I mean, it's a lot simpler to be able to, like, if you're a new player coming to the game and, like, you don't know about the slew of add-ons that are available, you don't even necessarily know where to look to go get the add-ons.

[23:25] Basically, someone has to adopt you, take you under their wing, and be like, oh, you don't use this, contribulize this. You should use this to customize. True, true, true, true. There are a lot of things that can kind of create friction in ways that aren't super social or fun, right?

[23:41] Because it can lead to some amount of gatekeeping if we go too hard on just sort of allowing add-ons to be a critical part of your player experience. And so we're trying to alleviate that while still allowing players to have the freedom of, you know,

[23:55] utilizing add-ons if they want to, if they can choose. All right. Carrying on from there, Tim, I saw a question from a player named Ally Star. And Ally Star asked, will forever include flex raiding?

[24:11] Smaller guilds, they can, you know, they can struggle. Even with 20 players, a smaller guild can have a hard time getting there, let alone 40-person raids.

[24:23] That's a lot. So the question is, flex raiding is possible. And then the follow-up question is, will cross-faction raiding be a possibility to solve that issue?

[24:36] To start off with the beginning of that question, no, we're not going to start off with flex raiding. but one of the promises that we want to make

[24:48] or that we are making in World of Warcraft Forever is we want to support guilds of different sizes. At the beginning of Season of Discovery,

[25:01] some people really loved the consistent ecosystem of being able to mash two five-man groups together and have enough people for a ten-man raid. and that's the promise.

[25:13] Every single tier that we will ever do will have both a 10-player raid and a 20-player raid. And we want it to be really easy for people to graduate from dungeon gameplay

[25:25] into being a 10-man guild. And if you have more people, then that 10-man guild can approach 20-player content. And in those systems, we want the content to be rich, deep, fulfilling.

[25:38] the 10-man raids will have a lot of bosses. I think they have eight or so bosses in our first raid in the Barrow Deeps. Really? Just eight?

[25:51] I think somewhere around there. And even more in the Hydral Raid, and you can get tier pieces across those experiences. And there will be some people who want to do both, and that's awesome, But we want our guilds and our social groups that really gravitate towards 10-man content

[26:08] to have a consistent piece of endgame content that they can do and do it consistently and not have the rug pulled out from under them. And then the second part of that question about cross-bashing gameplay,

[26:21] you know, this is vanilla. We're based in vanilla WoW. The Horde and Alliance hate each other. We want to embrace the war in Warcraft and so there not going to be any cross play Horde and Alliance are going to hate each other They hate the fight Good good good We want to encourage world PvP battleground

[26:39] Very good. So, yeah, that's our stance on that. All right, I just want to hit a couple other things that were in there. 40-person rating is on the table, is coming at launch, and then potentially later.

[26:53] That is correct. So for launch, we have Onyxia's Lair. We aren't going to have a 40-player raid every single tier, but we're starting out with Onyxia's Lair as kind of the first foray

[27:08] into having an extra piece of raiding content in addition to the 10 and 20 ecosystems that we want to consistently support. And Onyxia really serves as just call all your friends in your guild together.

[27:23] Car an extra guild to group up, go to Dustwallow Marsh and raid on them. Get a ton of awesome loot. Get some extra tier pieces. I love it. And have an awesome time. Nixie's head is on the table.

[27:35] Of course, yeah. And let us, I would like to understand a little more about how dungeons fit into that ecosystem. Like, you know, I'm playing World of Warcraft tonight sometime.

[27:49] And there's a lot of different difficulties for dungeons. Well, we are taking a hard stance on, across both dungeons and raids, the instance is a single difficulty.

[28:02] There's no heroic difficulty. I know some people have been seeing multiple color variations of armor. Those are just for offset pieces. There's only one version of our 10-man raid.

[28:14] There's only one version of our 20-man raid. Same with dungeons. You get what you get. Don't segment the player base. Another subject that I want to make sure and just touch on before we go is Transmog,

[28:27] because this is a bit novel. And so I just want to ask the panel, does anyone have something to explain about Transmog? We mentioned it quite a bit at BlizzCon, but players like, I saw a player named Rosalia

[28:42] came onto our forums and said, could you provide some more details? Just like, can we just unpack Transmog so we can understand how it differs from modern lab? Absolutely, yeah.

[28:54] One of the things, you know, I think it's really important when we were designing Transmog, we really wanted to make sure that we were able to, even if you haven't enabled, maintain a lot of the silhouette that you would have had.

[29:07] You know, that's why things like, you know, if you have a cloth chest piece and you're a paladin, you're going to need to have another cloth chest piece that you're going to Transmog over that. And that is kind of important. So, obviously, it's not going to be completely kind of Wild West.

[29:20] And then the other thing, too, that I think it's kind of unique and we think it's really cool is just the ability to have multiple different pieces of armor per slot saved per set that you have.

[29:35] So, again, if you're a healer paladin and you get a plate chest piece out in the world, if you've designated a plate chest to transmog over that slot, it will swap to that plate chest. appearance when you equip the actual

[29:48] plate upgrade you get. And I think that's really cool because it gives you a lot of flexibility even within each set. And it allows the players who just don't care for it to hop out and turn it on. They don't have to care for it.

[30:01] Yeah, exactly. You can pretty much pretend it doesn't exist. So, last question, because we have PvPers and a lot of PvP enthusiasts asking for some more information.

[30:14] So, Tim, how will PvP in forever be different than other versions of World of Warcraft? Specifically, there was this player named LastRodeo in England who asked, how will PvP in forever be different?

[30:32] And so, we're going to go to a rodeo. Sure. And what happens with PvP in forever? Well, like I said before, we want to embrace the Horde and the Alliance conflict.

[30:47] PvP is something we want to heavily invest in and support. We love the fact that people love dueling so much. We love the fact that people love running battlegrounds. There won't be any rated PvP, though we've re-envisioned the PvP ranking system.

[31:03] There will be a new PvP track to gain honor in and level up through with your own unique PvP rewards. that will reset every season or tier. They'll be aligned with our tier and raid releases.

[31:17] And we've really taken care to look at how people participate in Battlegrounds and make sure that we've adjusted the honor so that people don't feel like they just have to sit in Alteric Valley over and over and over.

[31:31] So we want our brand-new Battleground, Darkspear Islands, which has a brand-new reputation, another progression track as well, to explore and get rewards from. We want that, Warsong, Arafi Basin, more battlegrounds to come in the future.

[31:46] We want people to be excited and rewarded for participating in all of those. More battlegrounds to come in the future. Oh, yeah, there it is. That is a great thing. So I want to leave that there. But before we go, Josh Greenfield, tell us what you got.

[32:02] Yeah, so starting next week, I'm really excited to announce that we will be having a weekly podcast. It will be hosted by myself and Josh Corbett of Countdown to Classic Fame.

[32:14] Josh and Josh. Josh and Josh. It's going to be the Josh and Josh guys. But we'll be having that weekly all throughout the beta for the next six weeks. So we're going to dive into a bunch of different topics, talking about sort of the topic of the week, whatever content is unlocked.

[32:29] We're going to have guests from the team. We're going to have other developers on to talk about things that they've developed and systems and features and content, a whole bunch of things like that. We're also going to have members of, you know, like content creators

[32:42] and members of the community who are going to join us at various points as well. I would like to join you at some point. I would like to get on that too. So that's it.

[32:54] And we're going to get out of here because there's a beta to open. There's a Wow Forever beta waiting for one of you to press a button and send that thing live. So we're going to go do that right now.

[33:06] Thank you very much. Thank you so much. Thank you, everyone out there who asked so many questions. It was our pleasure to meet you at BlizzCon, to see you online, and to try to answer some of your questions.

[33:20] We will see you in the Wow Forever beta in a few minutes. Okay. Bye. All right. Geez, geez. I don't want to interrupt too much. A lot of info there. I think officially I can say

[33:33] that I don't think there's anything that I know that you guys don't now. I'm trying to think if that's true. I think that is true. Now that there's a PVP info out there,

[33:45] so basically there's going to be seasons. They're going to reset, kind of like a new tier comes out, and there'll be a new reason to get out there in the world and rank. There's no rating, but there's ranking, right? So that's that.

[33:59] I think, what else? The transport thing, we knew. The server stuff, we knew. Okay, I have more questions, though. Can you make Alliance and Horde on the same account? Yes or no? Like, we didn't hear about that. What happens to Wrath?

[34:11] What happens to Moff? We didn't hear about that. Hopefully, we'll learn about that soon. Are people saying no? I still want them to say it. I think I might send that in an interview, but that's crazy to me. That's crazy to me. One, you have to choose Alliance or Horde per account for the PvP?

[34:26] Like, that's nuts to me. What else? oh she did say it in the interview really I was literally listening and waiting for her to say it I never heard it okay I must be trolling um okay so hopefully this opens up any second now they

[34:42] should just say play right it's an IG interview okay what other questions do we have that weren't answered there of course there's rats and mob questions we got answered on pvp

[34:56] Reload it. Okay, I'm going to close it and reopen. Oh, the UI. Like, I pro. Yeah, I mean, I guess since they didn't talk about it, there's no chance we get the classic UI.

[35:08] There's already add-ons being made, so it's not that big of a deal, but still. Okay, we're just waiting. Why no arena? I think the general philosophy is they don't want any type of raiding in the game, because it's not supposed to be that. It's supposed to be just casual experience and get out and play,

[35:21] experience the world, right?

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